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Was that the intention? Changelog says: Quote:Scouts: require no tech. Every player starts with a scout instead of a warrior.
And I can build them in the sandbox without tech.
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I'm misremembering it then, or that was a previous version of the mod. I think it was that way prior to PB5 after which the starting with scout feature was implemented...actually yeah, sounds about right, making scouts have no tech requisite meant that every started with one, so the mod is right and I'm being thick
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On T4, thanks to creativity, our borders popped, in the north we saw this:
And in the south, this:
Some heartening validation of the questionable play made earlier in the game, the city that I wanted to enable by moving away from SIP has a cow which would have been quite awkward to work otherwise, and the scout found an alternative hut. Exploring the village gave us ample reward:
Sure, not quite a tech, but we will not have to save gold forever now, I wasn't even aware that getting this much gold is possible. Additionally, we found a space to share the corn and two of the floods, so that all floods can be worked even before Monarchy. The city built at scout's current position will probably be our GPP farm, unless we find some extra food neighbouring the pigs.
My current thinking is for the scout to go NE-NE, hook back counterclockwise for about 8-10 turns, completing the exploration of the north, and then follow the coast to make some contacts.
No changes worth reporting in the demos.
July 26th, 2013, 17:15
(This post was last modified: July 26th, 2013, 17:18 by Bacchus.)
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As for the canal, CH was unfortunately right — you can't canal through a hill. We can canal through the lake, though, it will take us three forts, but will also allow our high-prod cap to contribute to the eastern fleet.
EDIT: And you don't lose beakers in the pool, as far as I know, so we will pick our tech a bit later.
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CH, so far I've been playing off an increasingly dying touchpad, which most recently led to a hugely embarassing situation in PB12, where a left-click became a right-click, causing all sorts of issues. If possible, I would prefer to stay out of the game at least until I get a mouse, to pre-empt problems. Next few turns are straightforward, though.
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Awesome hut result! I'm glad our initial decisions are paying off (even if we stumble into a way to justify work boat first ).
I know we have to use them eventually--my gut is saying around T7-8, though I'm not sure of that--though honestly, is there any reason we wouldn't go to Agriculture?
I can play the turns, I just need to remember to do so--blame Summer Games Done Quick for me not checking the topic today
Seriously, I'll play tomorrow morning--hopefully we won't hold up the turn :/
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The only reason not to go Agriculture would be popping agriculture in a hut, so by now we are pretty much dead set on it.
July 27th, 2013, 09:31
(This post was last modified: July 27th, 2013, 09:45 by Bacchus.)
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I've switched my extra-careful mode on and took the turn. The scout went NE-NE and found nothing.
Hopefully this can be our border with the northeastern neighbour.
There was a 4000 soldier point increase amongst rivals this turn, also suttree popped a hut. Most likely explanation — he popped the Wheel. Another explanation — two civs opened Warrior first and have now completed him.
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How do you know a hut was popped--score increase? If so, the Wheel makes sense (a lot more than people opening Warrior-first in this game )
Do you know how hut mechanics work? Does having more available (pop-able) techs make it more likely to pop a tech, or does it decide to pop a tech first, then decide which tech to pop?
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Yes, suttree got a 6 point score increase midturn.
The hut pop first chooses the type of award, and then chooses an available tech. IIRC, it doesn't even account for the techs you have before the roll -- but if you roll something that you already have, it re-rolls.
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